/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file misc.cpp Misc functions that shouldn't be here. */ #include "stdafx.h" #include "landscape.h" #include "news_func.h" #include "ai/ai.hpp" #include "script/script_gui.h" #include "newgrf.h" #include "newgrf_house.h" #include "economy_func.h" #include "timer/timer_game_calendar.h" #include "timer/timer_game_tick.h" #include "texteff.hpp" #include "gfx_func.h" #include "gamelog.h" #include "animated_tile_func.h" #include "tilehighlight_func.h" #include "network/network_func.h" #include "window_func.h" #include "core/pool_type.hpp" #include "game/game.hpp" #include "linkgraph/linkgraphschedule.h" #include "station_kdtree.h" #include "town_kdtree.h" #include "viewport_kdtree.h" #include "newgrf_profiling.h" #include "3rdparty/monocypher/monocypher.h" #include "safeguards.h" std::string _savegame_id; ///< Unique ID of the current savegame. extern TileIndex _cur_tileloop_tile; extern void MakeNewgameSettingsLive(); void InitializeSound(); void InitializeMusic(); void InitializeVehicles(); void InitializeRailGui(); void InitializeRoadGui(); void InitializeAirportGui(); void InitializeDockGui(); void InitializeGraphGui(); void InitializeObjectGui(); void InitializeTownGui(); void InitializeIndustries(); void InitializeObjects(); void InitializeTrees(); void InitializeCompanies(); void InitializeCheats(); void InitializeNPF(); void InitializeOldNames(); /** * Generate an unique ID. * * It isn't as much of an unique ID but more a hashed digest of a random * string and a time. It is very likely to be unique, but it does not follow * any UUID standard. */ std::string GenerateUid(std::string_view subject) { std::array random_bytes; RandomBytesWithFallback(random_bytes); auto current_time = std::chrono::duration_cast(std::chrono::steady_clock::now().time_since_epoch()).count(); std::string coding_string = fmt::format("{}{}", current_time, subject); std::array digest; crypto_blake2b_ctx ctx; crypto_blake2b_init(&ctx, digest.size()); crypto_blake2b_update(&ctx, random_bytes.data(), random_bytes.size()); crypto_blake2b_update(&ctx, reinterpret_cast(coding_string.data()), coding_string.size()); crypto_blake2b_final(&ctx, digest.data()); return FormatArrayAsHex(digest); } /** * Generate an unique savegame ID. */ void GenerateSavegameId() { _savegame_id = GenerateUid("OpenTTD Savegame ID"); } void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings) { /* Make sure there isn't any window that can influence anything * related to the new game we're about to start/load. */ UnInitWindowSystem(); Map::Allocate(size_x, size_y); _pause_mode = PM_UNPAUSED; _game_speed = 100; TimerGameTick::counter = 0; _cur_tileloop_tile = 1; _thd.redsq = INVALID_TILE; if (reset_settings) MakeNewgameSettingsLive(); _newgrf_profilers.clear(); if (reset_date) { TimerGameCalendar::SetDate(TimerGameCalendar::ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1), 0); InitializeOldNames(); } LinkGraphSchedule::Clear(); PoolBase::Clean(PT_NORMAL); RebuildStationKdtree(); RebuildTownKdtree(); RebuildViewportKdtree(); ResetPersistentNewGRFData(); InitializeSound(); InitializeMusic(); InitializeVehicles(); InitNewsItemStructs(); InitializeLandscape(); InitializeRailGui(); InitializeRoadGui(); InitializeAirportGui(); InitializeDockGui(); InitializeGraphGui(); InitializeObjectGui(); InitializeTownGui(); InitializeScriptGui(); InitializeTrees(); InitializeIndustries(); InitializeObjects(); InitializeBuildingCounts(); InitializeNPF(); InitializeCompanies(); AI::Initialize(); Game::Initialize(); InitializeCheats(); InitTextEffects(); NetworkInitChatMessage(); InitializeAnimatedTiles(); InitializeEconomy(); ResetObjectToPlace(); _gamelog.Reset(); _gamelog.StartAction(GLAT_START); _gamelog.Revision(); _gamelog.Mode(); _gamelog.GRFAddList(_grfconfig); _gamelog.StopAction(); }